Fernleaf Ivy
|
yes please use Bless wand
Whoever casts Shield and Enlarge please do so.
We should prepare missile weapons probably about 100 feet away and try to take them down (if they are more than statues).
I have my Potion of invisibility handy, (on my bandolier) and bow in hand. Non-poisonous arrow.
I will use Perception on the statues.
Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Fernleaf Ivy
|
My arrows will likely not do anything. I am kind of useless here. Dussan, shoot one of these fucxkers with your bow. Buchart, would you please do the same? Offensive spells might be appropriate, but might want to save 'em.
Dussan declares that he is shooting the one to the North
Dussan is AWOL ;)
I am, as usual, hiding and waiting for an "opportunity" against the hulking, hard bodied behemoths.
Stealth: 1d20 + 16 ⇒ (4) + 16 = 20
| GM Pablo |
Yes sunrods are burning.
Buffs:
Everyone: Bless +1 to hit
Anaba Enlarged and Leadblades
Buchart Enlarged and Shield
Surprise round.
All of Rolande's bullets hit for 16 points
Dusan fires at the same one Rolande hit
Dusan Many shot: 1d20 + 15 + 1 ⇒ (20) + 15 + 1 = 362d8 + 2 ⇒ (6, 4) + 2 = 12
Fortification defense vs crit 26+ OK: 1d100 ⇒ 811d20 + 15 + 1 ⇒ (15) + 15 + 1 = 312d8 + 2 ⇒ (7, 6) + 2 = 15 confirms!
Fernleaf hides
Buchart, Cela, Anaba and Sekkimm can act in the surprise round still.
Shining Sentinel #1 -38 Crumbles dead!
Shining Sentinel #2
| GM Pablo |
Sekkimm hits for 9 after DR
Bucharts bow does not pass the DR
Anaba Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Buchart Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Cela Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Fernleaf Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Rolande Initiative: 1d20 + 6 ⇒ (14) + 6 = 20
Sekkim Initiative: 1d20 + 8 ⇒ (19) + 8 = 27
Dusan Initiative: 1d20 + 8 ⇒ (2) + 8 = 10
Shining Sentinel Initiative: 1d20 + 0 ⇒ (2) + 0 = 2
Everyone goes again - It probably won't make it to you...
Dusan Many shot: 1d20 + 15 ⇒ (20) + 15 = 352d8 + 2 ⇒ (2, 8) + 2 = 12 hits -7 after DR
The Shining Sentinel surges forward on it's initiative Anaba and Buchart (if he does not shoot a bow) will have AOOs before it reaches them next turn
Shining Sentinel #2 -16
| GM Pablo |
Rolande finishes off the Shining Sentinel (grit point back) - Out of combat!
Anaba, Buchart, Cela, Fernleaf and Buchart level to 5th level...Sekkim to follow after a few more combats! I placed updated character sheets in the share https://drive.google.com/drive/u/1/folders/0BzFACRJOXHrdNnhYRUNWZHNxcms. You can take a look to see if you want different Feats/Skills than I set.
Feats added:
Anaba - Blind Fighting (added another fighter level)
Buchart - TBD (not sure where you wanted to go with him)
Cela - Scribe Scroll Feat
Fernleaf - Added a level in Alchemist (Brew Potion, Throw Anything and Thuvian Grenadier) All skill points in Craft Alchemy except 1 in disable device.
Rolande - Extra Grit (+2 grit points now have 4)
| GM Pablo |
Rolande looks to recover his bullets recover 51% or better?: 6d100 ⇒ (1, 55, 96, 99, 22, 23) = 296 He recovers 2 bullets. (10 left total in inventory)
You recover two masterwork falchion swords from the Shining Sentinels and cross the bridge entering the third ring an undamaged part of the city.
The Third Ring of Xin-Grafar appears to be the source of the city’s powerful flows of molten gold. The Third Ring stands 40 feet above the level of the Second Ring, and its ceiling is 40 feet high. A small building sits atop a flat, stone island inside the Third Ring, completely surrounded by a 25-foot-wide canal of molten gold and accessible only by a small bridge.
The building at the center of the ring stands about 30 feet tall and is topped by a peaked, gold-tiled roof. The building has one door in the south wall and no windows. The outside of the tabernacle is covered in ancient, gold-inlaid runes from the ground to the roof (Knowledge (history) or Linguistics check)
How do you want to proceed? You have just crossed the bridge and are pretty far away from the bridge leading to the Tabernacle in the center of the city. You see some shops which are undamaged by molten gold, but there are signs everywhere of damage and looting from the battle that took place here long ago.
I show three potions CLW on the treasure sheet who has those?
Fernleaf Ivy
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I will sooo check out the magic shop and any other shops around. Carefully, carefully skulking and sneaking. I am specifically looking for alchemical items and any possible magic items.
Please cast Detect Magic if we got it (Buchart?)We shouldn't waste too much time, but maybe there is something helpful here.
Stealth: 1d20 + 16 ⇒ (19) + 16 = 35
Perception: 1d20 + 9 ⇒ (12) + 9 = 21
| GM Pablo |
The shop's shelves are empty, but you spend a few rounds searching about the ransacked rooms and find a scroll tube that fell behind a shelf. Inside are three scrolls (Lightning Bolt (CL5), Scorching Ray (CL3) and Cat's Grace (CL3). In the back are shelves of various material components, many have been smashed or knocked to the floor, but there are still many containers with powders and liquids.
You also find a scrivener's kit This soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler., 20 parchment sheets, pens, a small iron cauldron used for brewing potions, there are dozens of empty flasks and other alchemical tools. You find a leather case which seems used and a bit worn. Inside the case you find a Portable Alchemist's Lab, which has felt pockets for holding flasks and other delicate items and is fairly intact. This compact version of a full-sized alchemist's lab provides a +1 circumstance bonus on Craft (alchemy) checks. Finally, in the debris you find an alchemist's formula book with expeditious retreat and targeted bomb admixture formulas.
| GM Pablo |
Buchart and Sekkimm should be able to share the spells to copy into their books.
No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.
If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish.
Writing a New Spell into a Spellbook
Once a wizard understands a new spell, he can record it into his spellbook.
Time: The process takes 1 hour per spell level. Cantrips (0 levels spells) take 30 minutes to record.
Space in the Spellbook: A spell takes up one page of the spellbook per spell level. Even a 0-level spell (cantrip) takes one page. A spellbook has 100 pages.
Materials and Costs: The cost for writing a new spell into a spellbook depends on the level of the spell, as noted on the following table. Note that a wizard does not have to pay these costs in time or gold for spells he gains for free at each new level.
Spell Level Writing Cost
0 5 gp
1 10 gp
2 40 gp
3 90 gp
4 160 gp
5 250 gp
6 360 gp
7 490 gp
8 640 gp
9 810 gp
Dusan pauses while you search to write in his journal. "The incompetent halfing now fancies himself an alchemist. He will probably blow us all up before we reach the center. The elf with the boom sticks has alerted everything in the city to our presence - We are surely doomed. I am down to 8 arrows...but I have a backup crossbow with over 100 bolts. If they all die I will try to sneak out back to the safety of my home in the swamp, but I really would like to get off this forsaken island. Will anyone remember me back home?"
Fernleaf Ivy
|
Looking longingly at the portable lab, Fernleaf resists the urge to open it up and begin experimenting immediately. I will place all assorted vials, tools, pots, etc into the bag o holding, dumping a wee bit of coin on the ground if necessary to make room.
Is there anything that appears to be useful for making bombs? Are there any bombs here?
Fernleaf Ivy
|
Casting Detect Magic and since there seems to be some sort of secrecy afoot within the party I will keep my mouth shut about anything I notice. Email me...or not!
Do I notice any particular party members whispering to each other or acting strangely (more strangely than usual)?
Perception: 1d20 + 9 ⇒ (6) + 9 = 15
| GM Pablo |
Everyone is acting as crazy as normal. You find all the ingredients to make your bombs here. As an alchemist you carry them, but they are harmless until you mix them and throw the vials (a swift action for an alchemist). You also have the ingredients for the two spells Expeditious retreat and targeted bomb admixture.
Also...if you spend 1 hour you can create your mutagen (+4 dex +2 AC and -2 wisdom).
FYI a little over 50 hours before the flood. You figure it would take about 2.5 hours to get out of here without stopping.
Fernleaf Ivy
|
And upon further thought, Fernleaf thinks it may be a grand time to have lunch and play with his new toy. I need a white Lab Coat to go with my white suit.
I will take the time to create my Mutagen to add Dex.
I will also create any and all bombs or potions that I have the ability to create with what we have on hand.
Pablo has indicated sympathy toward my Newbishness w/ Alchemy and I enlist his assistance in sorting this intelligently. Thank you Pablo
I will then make a sandwich.
It looks like we have her completely cut off from escape. We should gloat for a while and brandish our swords and yell huzzah and so forth. Possibly insult her auntie.
| GM Pablo |
Yes there are no visible windows in the the center tabernacle and only this bridge which shows only tracks entering. Unless she flew out, she is in there with 3 followers.
An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier (1 for you - get your Intelligence score up!). You create them in the same round they are thrown, so no prep work to do.
You can also mix 1 extract of the two you know (Expeditious retreat or targeted bomb admixture).
An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
| GM Pablo |
An hour goes by (49 hrs 15 min tick tick tick...) You have lunch, Fernleaf dons one of the white Razmiri robes, plays with his toys and packs them neatly away in the Portable Alchemist Lab and bag of holding as he admires his new bomb and extract (need to pick this like a spell).
It's about 100 yards to the bridge that enters the Tabernacle. Sally forth?
How do you proceed?